337 lines
8 KiB
JavaScript
337 lines
8 KiB
JavaScript
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// ユニットリストを取得する時点で判定を行う。
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// ユニットリストからユニットを取得する度に生存などの判定は行わない。
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// DefaultListメソッドは、フュージョンされているユニットを考慮する。
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var AllUnitList = {
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getAliveList: function(list) {
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var funcCondition = function(unit) {
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return unit.getAliveState() === AliveType.ALIVE && FusionControl.getFusionParent(unit) === null;
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};
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return this.getList(list, funcCondition);
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},
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getAliveDefaultList: function(list) {
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var funcCondition = function(unit) {
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return unit.getAliveState() === AliveType.ALIVE;
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};
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return this.getList(list, funcCondition);
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},
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getDeathList: function(list) {
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var funcCondition = function(unit) {
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return unit.getAliveState() === AliveType.DEATH;
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};
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return this.getList(list, funcCondition);
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},
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getSortieList: function(list) {
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var funcCondition = function(unit) {
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return unit.getSortieState() === SortieType.SORTIE && unit.getAliveState() === AliveType.ALIVE && FusionControl.getFusionParent(unit) === null;
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};
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return this.getList(list, funcCondition);
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},
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getSortieDefaultList: function(list) {
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var funcCondition = function(unit) {
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return unit.getSortieState() === SortieType.SORTIE && unit.getAliveState() === AliveType.ALIVE;
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};
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return this.getList(list, funcCondition);
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},
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getSortieOnlyList: function(list) {
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var funcCondition = function(unit) {
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return unit.getSortieState() === SortieType.SORTIE;
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};
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return this.getList(list, funcCondition);
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},
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getList: function(list, funcCondition) {
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var i, unit, obj;
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var arr = [];
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var count = list.getCount();
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for (i = 0; i < count; i++) {
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unit = list.getData(i);
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if (funcCondition(unit)) {
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arr.push(unit);
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}
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}
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obj = StructureBuilder.buildDataList();
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obj.setDataArray(arr);
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return obj;
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}
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};
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var PlayerList = {
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getAliveList: function() {
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return AllUnitList.getAliveList(this.getMainList());
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},
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getAliveDefaultList: function() {
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return AllUnitList.getAliveDefaultList(this.getMainList());
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},
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getDeathList: function() {
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return AllUnitList.getDeathList(this.getMainList());
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},
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getSortieList: function() {
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return AllUnitList.getSortieList(this.getMainList());
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},
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getSortieDefaultList: function() {
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return AllUnitList.getSortieDefaultList(this.getMainList());
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},
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getSortieOnlyList: function() {
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return AllUnitList.getSortieOnlyList(this.getMainList());
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},
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getMainList: function() {
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return root.getMetaSession().getTotalPlayerList();
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}
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};
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var EnemyList = {
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getAliveList: function() {
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return AllUnitList.getAliveList(this.getMainList());
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},
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getAliveDefaultList: function() {
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return AllUnitList.getAliveDefaultList(this.getMainList());
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},
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getDeathList: function() {
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return AllUnitList.getDeathList(this.getMainList());
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},
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getMainList: function() {
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return root.getCurrentSession().getEnemyList();
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}
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};
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var AllyList = {
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getAliveList: function() {
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return AllUnitList.getAliveList(this.getMainList());
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},
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getAliveDefaultList: function() {
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return AllUnitList.getAliveDefaultList(this.getMainList());
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},
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getDeathList: function() {
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return AllUnitList.getDeathList(this.getMainList());
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},
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getMainList: function() {
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return root.getCurrentSession().getAllyList();
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}
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};
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var TurnControl = {
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turnEnd: function() {
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// イベントから呼ばれることがあるため、getCurrentSceneではなくgetBaseSceneを呼び出す
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if (root.getBaseScene() === SceneType.FREE) {
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SceneManager.getActiveScene().turnEnd();
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}
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},
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getActorList: function() {
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var list = null;
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var turnType = root.getCurrentSession().getTurnType();
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if (turnType === TurnType.PLAYER) {
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list = PlayerList.getSortieList();
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}
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else if (turnType === TurnType.ENEMY) {
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list = EnemyList.getAliveList();
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}
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else if (turnType === TurnType.ALLY) {
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list = AllyList.getAliveList();
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}
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return list;
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},
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getTargetList: function() {
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var list = null;
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var turnType = root.getCurrentSession().getTurnType();
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if (turnType === TurnType.PLAYER) {
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list = EnemyList.getAliveList();
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}
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else if (turnType === TurnType.ENEMY) {
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list = PlayerList.getSortieList();
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}
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else if (turnType === TurnType.ALLY) {
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list = EnemyList.getAliveList();
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}
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return list;
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}
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};
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var FilterControl = {
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getNormalFilter: function(unitType) {
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var filter = 0;
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if (unitType === UnitType.PLAYER) {
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filter = UnitFilterFlag.PLAYER;
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}
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else if (unitType === UnitType.ENEMY) {
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filter = UnitFilterFlag.ENEMY;
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}
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else if (unitType === UnitType.ALLY) {
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filter = UnitFilterFlag.ALLY;
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}
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return filter;
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},
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getReverseFilter: function(unitType) {
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var filter = 0;
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if (unitType === UnitType.PLAYER) {
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filter = UnitFilterFlag.ENEMY;
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}
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else if (unitType === UnitType.ENEMY) {
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filter = UnitFilterFlag.PLAYER | UnitFilterFlag.ALLY;
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}
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else if (unitType === UnitType.ALLY) {
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filter = UnitFilterFlag.ENEMY;
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}
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return filter;
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},
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getBestFilter: function(unitType, filterFlag) {
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var newFlag = 0;
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if (unitType === UnitType.ENEMY) {
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if (filterFlag & UnitFilterFlag.PLAYER) {
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newFlag |= UnitFilterFlag.ENEMY;
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}
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if (filterFlag & UnitFilterFlag.ENEMY) {
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newFlag |= UnitFilterFlag.PLAYER | UnitFilterFlag.ALLY;
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}
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filterFlag = newFlag;
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}
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return filterFlag;
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},
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getListArray: function(filter) {
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var listArray = [];
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if (filter & UnitFilterFlag.PLAYER) {
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listArray.push(PlayerList.getSortieList());
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}
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if (filter & UnitFilterFlag.ENEMY) {
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listArray.push(EnemyList.getAliveList());
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}
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if (filter & UnitFilterFlag.ALLY) {
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listArray.push(AllyList.getAliveList());
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}
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return listArray;
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},
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getAliveListArray: function(filter) {
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var listArray = [];
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if (filter & UnitFilterFlag.PLAYER) {
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listArray.push(PlayerList.getAliveList());
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}
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if (filter & UnitFilterFlag.ENEMY) {
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listArray.push(EnemyList.getAliveList());
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}
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if (filter & UnitFilterFlag.ALLY) {
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listArray.push(AllyList.getAliveList());
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}
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return listArray;
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},
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getDeathListArray: function(filter) {
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var listArray = [];
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if (filter & UnitFilterFlag.PLAYER) {
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listArray.push(PlayerList.getDeathList());
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}
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if (filter & UnitFilterFlag.ENEMY) {
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listArray.push(EnemyList.getDeathList());
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}
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if (filter & UnitFilterFlag.ALLY) {
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listArray.push(AllyList.getDeathList());
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}
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return listArray;
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},
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isUnitTypeAllowed: function(unit, targetUnit) {
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var unitType = unit.getUnitType();
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var targetUnitType = targetUnit.getUnitType();
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if (unitType === UnitType.PLAYER) {
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return targetUnitType === UnitType.PLAYER;
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}
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else if (unitType === UnitType.ENEMY) {
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return targetUnitType === UnitType.ENEMY;
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}
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else if (unitType === UnitType.ALLY) {
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return targetUnitType === UnitType.ALLY;
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}
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return false;
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},
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isReverseUnitTypeAllowed: function(unit, targetUnit) {
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var unitType = unit.getUnitType();
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var targetUnitType = targetUnit.getUnitType();
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if (unitType === UnitType.PLAYER) {
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return targetUnitType === UnitType.ENEMY;
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}
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else if (unitType === UnitType.ENEMY) {
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return targetUnitType === UnitType.PLAYER || targetUnitType === UnitType.ALLY;
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}
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else if (unitType === UnitType.ALLY) {
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return targetUnitType === UnitType.ENEMY;
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}
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return false;
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},
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isBestUnitTypeAllowed: function(unitType, targetUnitType, filterFlag) {
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filterFlag = this.getBestFilter(unitType, filterFlag);
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if ((filterFlag & UnitFilterFlag.PLAYER) && (targetUnitType === UnitType.PLAYER)) {
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return true;
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}
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if ((filterFlag & UnitFilterFlag.ALLY) && (targetUnitType === UnitType.ALLY)) {
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return true;
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}
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if ((filterFlag & UnitFilterFlag.ENEMY) && (targetUnitType === UnitType.ENEMY)) {
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return true;
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}
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return false;
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}
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};
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